Basic Questions and Answers Thread
#1
Posted 07 July 2009 - 09:48 PM
#2
Posted 10 July 2009 - 12:15 AM
SRAMSupport: dc.l $5241E020 ; change to $5241E020 to create SRAM
dc.l $200000 ; SRAM start
dc.l $20FFFF ; SRAM end
How should I get this to work?
I know I'm going about this the wrong way.
Edited by fantasticfish, 10 July 2009 - 12:18 AM.
#3
Posted 10 July 2009 - 12:33 AM
; ---------------------------------------------------------------------------
; Subroutine to perform a NEW move!!!!!!!!
; ---------------------------------------------------------------------------
Sonic_WEIRD:
btst #6,(Ctrl_1_Press).w
beq.w Sonic_WEIRD_End ; If not, branch
move.w #$3C,d0 ; set sound
jsr (PlaySound).l ; play sound
cmpi.w #1,(Ring_count).w ; does Sonic have at least 1 rings?
bcs.s Sonic_WEIRD_End ; if not, branch
subq.w #1,(Ring_count).w ; Subtract 1 rings.
ori.b #1,(Update_HUD_rings).w ; Update the HUD.
move.w #$1500,d0 ; set the speed to d0
Sonic_WEIRD_ChkDirection:
btst #0,$22(a0) ; is sonic facing left?
beq.s Sonic_WEIRD_MovePlayer ; if yes, branch
neg.w d0 ; if not, negate d0 (for jumping to the right)
Sonic_WEIRD_MovePlayer:
move.w d0,$10(a0) ; Move Sonic...
Sonic_WEIRD_End:
rts ; return
; End of function Sonic_WEIRD
This code does everything--except for moving Sonic!
Does anyone have any idea exactly why this code, inserted into Sonic 2, with the proper
Obj01_MdNormal
I think the code was meant for in-air movement, but don't know how to fix it.
Edited by fantasticfish, 10 July 2009 - 12:37 AM.
#4
Posted 10 July 2009 - 01:47 AM
If that doesn't work, there might be something else wrong with the code.
#5
Posted 10 July 2009 - 01:55 AM
Can any one help me please??
#6
Posted 10 July 2009 - 03:02 AM
#7
Posted 10 July 2009 - 03:06 AM
I tried to put this code, (from a Sonic 1 ROM, below,) into my Sonic 2 hack, and it spat out an error about StartOfROM being $C.
SRAMSupport: dc.l $5241E020 ; change to $5241E020 to create SRAM
dc.l $200000 ; SRAM start
dc.l $20FFFF ; SRAM end
How should I get this to work?
I know I'm going about this the wrong way.
blink.gif
You most likely chose hex values that aren't empty. you should open up you hex editor and check, as using hex values that are already used cause games to go haywire. At least that's what I've learned form my in's and out's with ASM.
#8
Posted 10 July 2009 - 12:42 PM
Don't call to this from Obj01_MdNormal, try md_jump or md_air.
If that doesn't work, there might be something else wrong with the code.
No, you don't understand; I mean I want it to happen when you're on the ground.
Sorry, about any unclearness.
#9
Posted 10 July 2009 - 12:43 PM
I tried to put this code, (from a Sonic 1 ROM, below,) into my Sonic 2 hack, and it spat out an error about StartOfROM being $C.
SRAMSupport: dc.l $5241E020 ; change to $5241E020 to create SRAM
dc.l $200000 ; SRAM start
dc.l $20FFFF ; SRAM end
How should I get this to work?
I know I'm going about this the wrong way.
blink.gif
You most likely chose hex values that aren't empty. you should open up you hex editor and check, as using hex values that are already used cause games to go haywire. At least that's what I've learned form my in's and out's with ASM.
Sorry, I don't understand you. Could you clarify?
#11
Posted 10 July 2009 - 04:14 PM
I was just wondering if anyone could help me code the eggman monitor so it hurts sonic, I did try using the spike code but all it does is play the dieing sound
Can any one help me please??
Just tell it to jump to Obj01_Hurt. That's it.
#12
Posted 10 July 2009 - 06:03 PM
I was thinking about music editing, noticed Qjimbo's porter tool, and it was extremely helpful--until I noticed all the ill effects on my hack, which used a disassembly. Does anyone know of an equivalent tool that works on the disassembly files?
Edited by fantasticfish, 10 July 2009 - 06:04 PM.
#13
Posted 10 July 2009 - 08:39 PM
Also, questions don't need a {NEW QUESTION}, it's stupid. You don't see that on Ret- oh wait.
It's bro- oh wait, it's slowly coming back.
#14
Posted 10 July 2009 - 08:49 PM
Change $10 to $14, 10 is used in air, $14 is used on the floor.; ---------------------------------------------------------------------------
; Subroutine to perform a NEW move!!!!!!!!
; ---------------------------------------------------------------------------
Sonic_WEIRD:
btst #6,(Ctrl_1_Press).w
beq.w Sonic_WEIRD_End ; If not, branch
move.w #$3C,d0 ; set sound
jsr (PlaySound).l ; play sound
cmpi.w #1,(Ring_count).w ; does Sonic have at least 1 rings?
bcs.s Sonic_WEIRD_End ; if not, branch
subq.w #1,(Ring_count).w ; Subtract 1 rings.
ori.b #1,(Update_HUD_rings).w ; Update the HUD.
move.w #$1500,d0 ; set the speed to d0
Sonic_WEIRD_ChkDirection:
btst #0,$22(a0) ; is sonic facing left?
beq.s Sonic_WEIRD_MovePlayer ; if yes, branch
neg.w d0 ; if not, negate d0 (for jumping to the right)
Sonic_WEIRD_MovePlayer:
move.w d0,$10(a0) ; Move Sonic...
Sonic_WEIRD_End:
rts ; return
; End of function Sonic_WEIRD
This code does everything--except for moving Sonic!
Does anyone have any idea exactly why this code, inserted into Sonic 2, with the propercall does not work and how to fix it?Obj01_MdNormal
I think the code was meant for in-air movement, but don't know how to fix it.
#15
Posted 11 July 2009 - 11:40 AM
Change $10 to $14, 10 is used in air, $14 is used on the floor.; ---------------------------------------------------------------------------
; Subroutine to perform a NEW move!!!!!!!!
; ---------------------------------------------------------------------------
Sonic_WEIRD:
btst #6,(Ctrl_1_Press).w
beq.w Sonic_WEIRD_End ; If not, branch
move.w #$3C,d0 ; set sound
jsr (PlaySound).l ; play sound
cmpi.w #1,(Ring_count).w ; does Sonic have at least 1 rings?
bcs.s Sonic_WEIRD_End ; if not, branch
subq.w #1,(Ring_count).w ; Subtract 1 rings.
ori.b #1,(Update_HUD_rings).w ; Update the HUD.
move.w #$1500,d0 ; set the speed to d0
Sonic_WEIRD_ChkDirection:
btst #0,$22(a0) ; is sonic facing left?
beq.s Sonic_WEIRD_MovePlayer ; if yes, branch
neg.w d0 ; if not, negate d0 (for jumping to the right)
Sonic_WEIRD_MovePlayer:
move.w d0,$10(a0) ; Move Sonic...
Sonic_WEIRD_End:
rts ; return
; End of function Sonic_WEIRD
This code does everything--except for moving Sonic!
Does anyone have any idea exactly why this code, inserted into Sonic 2, with the propercall does not work and how to fix it?Obj01_MdNormal
I think the code was meant for in-air movement, but don't know how to fix it.
Thanks a lot! It worked perfectly!
#16
Posted 12 July 2009 - 12:10 PM
No problem.Change $10 to $14, 10 is used in air, $14 is used on the floor.; ---------------------------------------------------------------------------
; Subroutine to perform a NEW move!!!!!!!!
; ---------------------------------------------------------------------------
Sonic_WEIRD:
btst #6,(Ctrl_1_Press).w
beq.w Sonic_WEIRD_End ; If not, branch
move.w #$3C,d0 ; set sound
jsr (PlaySound).l ; play sound
cmpi.w #1,(Ring_count).w ; does Sonic have at least 1 rings?
bcs.s Sonic_WEIRD_End ; if not, branch
subq.w #1,(Ring_count).w ; Subtract 1 rings.
ori.b #1,(Update_HUD_rings).w ; Update the HUD.
move.w #$1500,d0 ; set the speed to d0
Sonic_WEIRD_ChkDirection:
btst #0,$22(a0) ; is sonic facing left?
beq.s Sonic_WEIRD_MovePlayer ; if yes, branch
neg.w d0 ; if not, negate d0 (for jumping to the right)
Sonic_WEIRD_MovePlayer:
move.w d0,$10(a0) ; Move Sonic...
Sonic_WEIRD_End:
rts ; return
; End of function Sonic_WEIRD
This code does everything--except for moving Sonic!
Does anyone have any idea exactly why this code, inserted into Sonic 2, with the propercall does not work and how to fix it?Obj01_MdNormal
I think the code was meant for in-air movement, but don't know how to fix it.
Thanks a lot! It worked perfectly!
#17
*_Rydia3667_*
Posted 13 July 2009 - 08:12 PM
Green Hill Zone 1
2
3
Marble Zone 1
2
3
Spring Yard Zone 1
2
3
Labyrinth Zone 1
2
3
4 (SBZ act 3)
Star Light Zone 1
2
3
Scrap Brain Zone 1
2
3 (true 3rd act, Final Zone)
Special Stage
Sound Test.
Do I just use ese or do asm (Thats what I did first trying to fix the level select)
#18
Posted 13 July 2009 - 08:17 PM
Edited by Selbi, 13 July 2009 - 08:17 PM.
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